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This question was closed Sep 20, 2014 at 07:16 PM by fafase for the following reason:

Duplicate Question

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Question by Animan968 · Sep 20, 2014 at 06:56 PM · c#animationdoorproximity

How to wait for animation completion (C#)?

Hello UA, I am making a very simple script to animate a door opening and closing on proximity by pressing e. What happens though, is I can spam e and the animations don't finish. How can I make the script wait before you can press e to start the animation until the other animation finishes? I am still new to Unity, so try to explain why you do certain things vs others. FYI, the door is on the back of a ship and flips down. Finally, ask for clarification if needed. CODE:

 using UnityEngine;
 using System.Collections;
 
 public class OpenShipDoor : MonoBehaviour {
         
     bool doorup = false;
 
     void OnTriggerStay(Collider other){
 
         if (Input.GetKeyDown ("e"))
         {
             if (doorup == false)
             {
                 doorup = true;
                 animation.Play("doorup1");
 
             }
             else
             {
                 doorup = false;
                 animation.Play("doordown1");
             
 
             }
         }
     }
 }

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Answer by tanoshimi · Sep 20, 2014 at 07:00 PM

The Unity method reference is your friend... You only want to play an Open/Close animation if there isn't already an animation playing, right? And if you browse the reference for the Animation class, you'll find a property called "isPlaying": http://docs.unity3d.com/ScriptReference/Animation-isPlaying.html

The example on that page shows you exactly how it's used to only play an animation I'd there isn't already one playing, using the ! operator.

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Answer by Slev · Sep 20, 2014 at 06:57 PM

The Animation.IsPlaying field sounds like just what you need!

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